At some point I need an admin to merge this thread with my asteroid/mining thread, since all the ideas are for the same reason.
So as with my previous thread, the intention of these ideas is to add more strategic elements, giving players an incentive to fight or work together. Not only that, but to also flesh out the universe, and how you interact with it.
The main ideas I would like to talk about, as the title would suggest, are alien ruins, and tied into that for reasons I will explain, some form of tech progression. Although after I have covered that, I will post some other small ideas I've got.
Alien ruins, as the name implies, are ruins left by some ancient alien civilization, that is no longer here for one reason or another. Various things will be found inside, such as ancient tablets and engravings, things that give you some insight into the past of the universe, and give it some backstory. Other than that, you will also be able to find "Alien data fragments" or some such, and possibly, various different unique weapons, systems and blocks that cannot be produced but are strong, maybe even with downsides. I will expand on this later.
With these alien ruins, a form of research will be added. To encourage exploration and PVP, or teamwork, players will be required to setup a research base in alien ruins, and over time (Configurable by server admins) unlock some new technology or weapon. It will not be possible to claim these, so players need to defend it. For reasons, the ruins will be invulnerable until their secrets are unlocked. When a faction has a tech unlocked, it will share it with all their allies, but the allies will lose it if they ever break the alliance.
So the general idea for the tech tree, is that you start with basic things. Cannons, missiles, basic hull, basic armor. When you unlock one of these alien research vaults, it would give you a "point" in one tech tree, which is randomly allocated into one of the branches. It gives players some more goals, and adds a new feature for mods to work with.
The tech wouldn't be straight up upgrades, except for the usual armor progression we have. Hull and armor would be split, with hull being weak and light, providing structure HP rather than armor, and armor being well, armor. Thick heavy plates. Progression for hull and armor is basic > standard > advanced. Weapons would be the same, cannons going from your standard cannon, to maybe a particle cannon. Different effects for the projectiles. The straight up upgrades will also have downsides, i.e weight and power usage. Although, there will also be various "branch" techs, having their own functions, advantages and disadvantages. A branch of cannon could be flak, or railguns. Missiles might branch into torpedos, mines and different types of missile? Other improvements, turning cluster missiles from heatseeking to lock on.
As for unique items, they would be extremely rare variants of existing items. With cool effects, and randomly generated statistics and traits. For example, a swarm missile launcher. The specific launcher may have the effect where all missiles fire out at once, and fly in a specific pattern, other unique swarm missile will have different fight patterns. The damage, hp etc would be decided randomly, within limits. But the unique thing, is the traits. Somewhat RPG style, these traits might be things like innate damage changes (half damage to emp), special effects (When close to target missiles split into several, weaker missiles.), or disadvantages (Missiles may target self, drains shields when hitting the enemy).
I think this would be a good addition to the game, because not only does it add new goals to reach, it also adds new features for mods to use and more incentives for players to either fight or work together, leading to more interactions as a whole. It also gives new opportunities to flesh out the game universe, backstory etc.
Other shit:
Changes to map generation: Remove other galaxies, just straight up. Make the default galaxy much bigger, and each grid space should only have a chance to spawn a star system. There should be voids between each system, maybe some are close together, maybe some aren't. Spawn rates configurable.
Slight changes to projectile scaling: Projectile size should be determined by the output size, while the maximum projectile size should be determined by damage.
I'll probably throw other shit I think up here whenever.
So as with my previous thread, the intention of these ideas is to add more strategic elements, giving players an incentive to fight or work together. Not only that, but to also flesh out the universe, and how you interact with it.
The main ideas I would like to talk about, as the title would suggest, are alien ruins, and tied into that for reasons I will explain, some form of tech progression. Although after I have covered that, I will post some other small ideas I've got.
Alien ruins, as the name implies, are ruins left by some ancient alien civilization, that is no longer here for one reason or another. Various things will be found inside, such as ancient tablets and engravings, things that give you some insight into the past of the universe, and give it some backstory. Other than that, you will also be able to find "Alien data fragments" or some such, and possibly, various different unique weapons, systems and blocks that cannot be produced but are strong, maybe even with downsides. I will expand on this later.
With these alien ruins, a form of research will be added. To encourage exploration and PVP, or teamwork, players will be required to setup a research base in alien ruins, and over time (Configurable by server admins) unlock some new technology or weapon. It will not be possible to claim these, so players need to defend it. For reasons, the ruins will be invulnerable until their secrets are unlocked. When a faction has a tech unlocked, it will share it with all their allies, but the allies will lose it if they ever break the alliance.
So the general idea for the tech tree, is that you start with basic things. Cannons, missiles, basic hull, basic armor. When you unlock one of these alien research vaults, it would give you a "point" in one tech tree, which is randomly allocated into one of the branches. It gives players some more goals, and adds a new feature for mods to work with.
The tech wouldn't be straight up upgrades, except for the usual armor progression we have. Hull and armor would be split, with hull being weak and light, providing structure HP rather than armor, and armor being well, armor. Thick heavy plates. Progression for hull and armor is basic > standard > advanced. Weapons would be the same, cannons going from your standard cannon, to maybe a particle cannon. Different effects for the projectiles. The straight up upgrades will also have downsides, i.e weight and power usage. Although, there will also be various "branch" techs, having their own functions, advantages and disadvantages. A branch of cannon could be flak, or railguns. Missiles might branch into torpedos, mines and different types of missile? Other improvements, turning cluster missiles from heatseeking to lock on.
As for unique items, they would be extremely rare variants of existing items. With cool effects, and randomly generated statistics and traits. For example, a swarm missile launcher. The specific launcher may have the effect where all missiles fire out at once, and fly in a specific pattern, other unique swarm missile will have different fight patterns. The damage, hp etc would be decided randomly, within limits. But the unique thing, is the traits. Somewhat RPG style, these traits might be things like innate damage changes (half damage to emp), special effects (When close to target missiles split into several, weaker missiles.), or disadvantages (Missiles may target self, drains shields when hitting the enemy).
I think this would be a good addition to the game, because not only does it add new goals to reach, it also adds new features for mods to use and more incentives for players to either fight or work together, leading to more interactions as a whole. It also gives new opportunities to flesh out the game universe, backstory etc.
Other shit:
Changes to map generation: Remove other galaxies, just straight up. Make the default galaxy much bigger, and each grid space should only have a chance to spawn a star system. There should be voids between each system, maybe some are close together, maybe some aren't. Spawn rates configurable.
Slight changes to projectile scaling: Projectile size should be determined by the output size, while the maximum projectile size should be determined by damage.
I'll probably throw other shit I think up here whenever.